from typing import Any, List, Literal

from ....utils.class_registry import register_class

from ...action import Actions
from ...struct import Cost

from ...consts import (
    DamageElementalType,
    DieColor,
    ElementType,
    FactionType,
    WeaponType,
)
from ..character_base import (
    ElementalBurstBase,
    ElementalSkillBase,
    PhysicalNormalAttackBase,
    CharacterBase,
    SkillTalent,
)


# Skills


class FantasticVoyage(ElementalBurstBase):
    name: Literal["Fantastic Voyage"] = "Fantastic Voyage"
    damage: int = 2
    damage_type: DamageElementalType = DamageElementalType.PYRO
    cost: Cost = Cost(
        elemental_dice_color=DieColor.PYRO, elemental_dice_number=4, charge=2
    )

    def get_actions(self, match: Any) -> List[Actions]:
        """
        Attack and create object
        """
        return super().get_actions(match) + [
            self.create_team_status(
                "Inspiration Field",
                {"talent_activated": self.is_talent_equipped(match)},
            )
        ]


# Talents


class GrandExpectation_3_3(SkillTalent):
    name: Literal["Grand Expectation"]
    version: Literal["3.3"] = "3.3"
    character_name: Literal["Bennett"] = "Bennett"
    cost: Cost = Cost(
        elemental_dice_color=DieColor.PYRO, elemental_dice_number=4, charge=2
    )
    skill: Literal["Fantastic Voyage"] = "Fantastic Voyage"


# character base


class Bennett_3_3(CharacterBase):
    name: Literal["Bennett"]
    version: Literal["3.3"] = "3.3"
    element: ElementType = ElementType.PYRO
    max_hp: int = 10
    max_charge: int = 2
    skills: List[PhysicalNormalAttackBase | ElementalSkillBase | FantasticVoyage] = []
    faction: List[FactionType] = [FactionType.MONDSTADT]
    weapon_type: WeaponType = WeaponType.SWORD

    def _init_skills(self) -> None:
        self.skills = [
            PhysicalNormalAttackBase(
                name="Strike of Fortune",
                cost=PhysicalNormalAttackBase.get_cost(self.element),
            ),
            ElementalSkillBase(
                name="Passion Overload",
                damage_type=DamageElementalType.PYRO,
                cost=ElementalSkillBase.get_cost(self.element),
            ),
            FantasticVoyage(),
        ]


register_class(Bennett_3_3 | GrandExpectation_3_3)
